k_srbind_trick0,
k_srbind_trick1,
k_srbind_trick2,
+ k_srbind_sit,
k_srbind_use,
k_srbind_reset,
k_srbind_camera,
k_srbind_replay_play,
k_srbind_replay_freecam,
k_srbind_replay_resume,
+ k_srbind_world_left,
+ k_srbind_world_right,
+ k_srbind_home,
+ k_srbind_lobby,
k_srbind_max,
};
k_sraxis_mbrowse_h,
k_sraxis_mbrowse_v,
k_sraxis_replay_h,
+ k_sraxis_mworld_h,
k_sraxis_max
};
[k_srbind_camera] = controller_glyph( SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ),
[k_srbind_mleft] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_mright] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
+ [k_srbind_world_left] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
+ [k_srbind_world_right] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
+ [k_srbind_home] = controller_glyph( SDL_CONTROLLER_BUTTON_Y ),
[k_srbind_mup] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_UP ),
[k_srbind_mdown] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_DOWN ),
[k_srbind_mback] = controller_glyph( SDL_CONTROLLER_BUTTON_B ),
[k_srbind_mopen] = controller_glyph( SDL_CONTROLLER_BUTTON_GUIDE ),
[k_srbind_replay_play]= controller_glyph( SDL_CONTROLLER_BUTTON_X ),
[k_srbind_replay_freecam]=controller_glyph(SDL_CONTROLLER_BUTTON_Y ),
-[k_srbind_replay_resume]=controller_glyph( SDL_CONTROLLER_BUTTON_A )
+[k_srbind_replay_resume]=controller_glyph( SDL_CONTROLLER_BUTTON_A ),
+ [k_srbind_sit] = controller_glyph( SDL_CONTROLLER_BUTTON_B ),
+ [k_srbind_lobby] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_LEFT )
};
const char *keyboard_table[ k_srbind_max ] = {
[k_srbind_camera] = KEYBOARD_GLYPH( "C" ),
[k_srbind_mleft] = KEYBOARD_GLYPH( "\x93" ),
[k_srbind_mright] = KEYBOARD_GLYPH( "\x95" ),
+ [k_srbind_world_left] = KEYBOARD_GLYPH( "\x93" ),
+ [k_srbind_world_right] = KEYBOARD_GLYPH( "\x95" ),
+ [k_srbind_home] = KEYBOARD_GLYPH( "H" ),
[k_srbind_mup] = KEYBOARD_GLYPH( "\x94" ),
[k_srbind_mdown] = KEYBOARD_GLYPH( "\x96" ),
[k_srbind_mback] = "\xa3",
[k_srbind_maccept]= "\xa2",
[k_srbind_mopen] = "\xa3" ,
-[k_srbind_replay_play]= KEYBOARD_GLYPH( "E" ),
+[k_srbind_replay_play]= KEYBOARD_GLYPH( "G" ),
[k_srbind_replay_freecam] = KEYBOARD_GLYPH( "F" ),
[k_srbind_replay_resume]= "\xa1",
+ [k_srbind_sit] = KEYBOARD_GLYPH( "Z" ),
+ [k_srbind_lobby] = KEYBOARD_GLYPH( "" ) // FIXME: what is tab?
};
if( vg_input.display_input_method == k_input_method_controller )
[k_sraxis_grab] = "\x90",
[k_sraxis_mbrowse_h] = "\x88",
[k_sraxis_mbrowse_v] = "\x89",
- [k_sraxis_replay_h] = "\x88"
+ [k_sraxis_replay_h] = "\x8f\x90",
+ [k_sraxis_mworld_h] = "\x93\x95"
};
const char *keyboard_table[ k_sraxis_max ] = {
[k_sraxis_grab] = "\x9e",
[k_sraxis_mbrowse_h] = KEYBOARD_GLYPH("\x93")KEYBOARD_GLYPH("\x95"),
[k_sraxis_mbrowse_v] = KEYBOARD_GLYPH("\x96")KEYBOARD_GLYPH("\x94"),
- [k_sraxis_replay_h] = KEYBOARD_GLYPH("A")KEYBOARD_GLYPH("D"),
+ [k_sraxis_replay_h] = KEYBOARD_GLYPH("Q")KEYBOARD_GLYPH("E"),
+ [k_sraxis_mworld_h] = KEYBOARD_GLYPH("\x93")KEYBOARD_GLYPH("\x95"),
};
if( vg_input.display_input_method == k_input_method_controller )
setbtn( k_srbind_camera, vg_getkey(SDLK_c) );
setbtn( k_srbind_mleft, vg_getkey(SDLK_LEFT) );
setbtn( k_srbind_mright, vg_getkey(SDLK_RIGHT) );
+ setbtn( k_srbind_world_left, vg_getkey(SDLK_LEFT) );
+ setbtn( k_srbind_world_right, vg_getkey(SDLK_RIGHT) );
+ setbtn( k_srbind_home, vg_getkey(SDLK_h) );
setbtn( k_srbind_mup, vg_getkey(SDLK_UP) );
setbtn( k_srbind_mdown, vg_getkey(SDLK_DOWN) );
setbtn( k_srbind_mback, vg_getkey(SDLK_ESCAPE) );
setbtn( k_srbind_maccept, vg_getkey(SDLK_e) );
setbtn( k_srbind_maccept, vg_getkey(SDLK_RETURN));
setbtn( k_srbind_maccept, vg_getkey(SDLK_RETURN2));
- setbtn( k_srbind_replay_play, vg_getkey(SDLK_e) );
+ setbtn( k_srbind_replay_play, vg_getkey(SDLK_g) );
setbtn( k_srbind_replay_freecam, vg_getkey(SDLK_f) );
setbtn( k_srbind_replay_resume, vg_getkey(SDLK_SPACE) );
+ setbtn( k_srbind_sit, vg_getkey(SDLK_z) );
+ setbtn( k_srbind_lobby, vg_getkey(SDLK_TAB) );
/* axis
* --------------------------------------------*/
srinput.axis_states[ k_sraxis_grab ][0] = vg_getkey( SDLK_LSHIFT );
- if( vg_getkey( SDLK_d ) ) {
- srinput.joystick_states[k_srjoystick_steer][0][0] += 1.0f;
+ if( vg_getkey( SDLK_e ) )
srinput.axis_states[ k_sraxis_replay_h ][0] += 1.0f;
- }
- if( vg_getkey( SDLK_a ) ) {
- srinput.joystick_states[k_srjoystick_steer][0][0] -= 1.0f;
+ if( vg_getkey( SDLK_q ) )
srinput.axis_states[ k_sraxis_replay_h ][0] -= 1.0f;
- }
+
+ if( vg_getkey( SDLK_d ) )
+ srinput.joystick_states[k_srjoystick_steer][0][0] += 1.0f;
+ if( vg_getkey( SDLK_a ) )
+ srinput.joystick_states[k_srjoystick_steer][0][0] -= 1.0f;
if( vg_getkey( SDLK_w ) )
srinput.joystick_states[k_srjoystick_steer][0][1] -= 1.0f;
if( vg_getkey( SDLK_s ) )
if( vg_getkey( SDLK_LEFT ) ){
srinput.axis_states[ k_sraxis_mbrowse_h ][0] -= 1.0f;
+ srinput.axis_states[ k_sraxis_mworld_h ][0] -= 1.0f;
}
if( vg_getkey( SDLK_RIGHT ) ){
srinput.axis_states[ k_sraxis_mbrowse_h ][0] += 1.0f;
+ srinput.axis_states[ k_sraxis_mworld_h ][0] += 1.0f;
}
if( vg_input.active_controller_index >= 0 ){
setbtn( k_srbind_camera, buttons[ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ] );
setbtn( k_srbind_mleft, buttons[ SDL_CONTROLLER_BUTTON_DPAD_LEFT ] );
setbtn( k_srbind_mright, buttons[ SDL_CONTROLLER_BUTTON_DPAD_RIGHT ] );
+ setbtn( k_srbind_world_left, buttons[ SDL_CONTROLLER_BUTTON_DPAD_LEFT ] );
+ setbtn( k_srbind_world_right,buttons[ SDL_CONTROLLER_BUTTON_DPAD_RIGHT ]);
+ setbtn( k_srbind_home, buttons[ SDL_CONTROLLER_BUTTON_Y ] );
setbtn( k_srbind_mup, buttons[ SDL_CONTROLLER_BUTTON_DPAD_UP ] );
setbtn( k_srbind_mdown, buttons[ SDL_CONTROLLER_BUTTON_DPAD_DOWN ] );
setbtn( k_srbind_mback, buttons[ SDL_CONTROLLER_BUTTON_B ] );
setbtn( k_srbind_replay_resume, buttons[ SDL_CONTROLLER_BUTTON_A ] );
setbtn( k_srbind_replay_play, buttons[ SDL_CONTROLLER_BUTTON_X ] );
setbtn( k_srbind_replay_freecam, buttons[ SDL_CONTROLLER_BUTTON_Y ] );
+ setbtn( k_srbind_sit, buttons[ SDL_CONTROLLER_BUTTON_B ] );
+ setbtn( k_srbind_lobby, buttons[ SDL_CONTROLLER_BUTTON_DPAD_LEFT ] );
float *axis = controller->axises;
float *steer = srinput.joystick_states[ k_srjoystick_steer ][0],
axisgrab[0] += vg_maxf( 0.0f, axis[ SDL_CONTROLLER_AXIS_TRIGGERRIGHT ] );
axisbrowseh[0] += axis[ SDL_CONTROLLER_AXIS_LEFTX ];
axisbrowsev[0] += axis[ SDL_CONTROLLER_AXIS_LEFTY ];
- axisreplayh[0] += axis[ SDL_CONTROLLER_AXIS_LEFTX ];
+ axisreplayh[0] += vg_maxf(0.0f,axis[SDL_CONTROLLER_AXIS_TRIGGERRIGHT]);
+ axisreplayh[0] -= vg_maxf(0.0f,axis[SDL_CONTROLLER_AXIS_TRIGGERLEFT]);
float lh = axis[ SDL_CONTROLLER_AXIS_LEFTX ],
lv = axis[ SDL_CONTROLLER_AXIS_LEFTY ],